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Patch Notes - 1.4.247.0 - 19-October-2021


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#121 C337Skymaster

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Posted 16 October 2021 - 06:12 PM

View Postjustcallme A S H, on 16 October 2021 - 05:52 PM, said:


So you'd already taken fire from the Stalker and VGL.

You then walked into the open and were shot by the Stalker with 4x LL (36dmg) , Vapor Eagle with 2 HLL 5ERML (68dmg) and the Mauler - this was after taking damage to that same torso earlier. So 104 dmg++.

It was not just the Stalker shooting you so of course 60pts of armour was chewed up when there was 100dmg+ coming at you.

Pre-cauldron if you peaked out and made a bad trade - it would have ended the same way.


Watch it again, you seem to have missed most of it. Try it in full screen, high def this time, or put your glasses on. The key shot was a Stalker firing 6 large lasers of some sort (they were arm and torso mounted, and that 'mech was single-handedly responsible for my side-torso being reduced from bright yellow armor to dark yellow structure. All other shots were follow-ups to that one).

Otherwise, the point is that pinpoint is an issue, that lasers ARE a pinpoint weapon, and that rather than increasing the amount of damage that can be applied to a single point like a scalpel, we should be decreasing it, and looking for ways to spread damage around, making matches last longer, and reducing the punishment taken by variable geometry when a player wants to run a particular loadout (bunny ears and XL engines are a big one).

#122 Navid A1

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Posted 16 October 2021 - 06:27 PM

View PostC337Skymaster, on 16 October 2021 - 06:12 PM, said:


Watch it again, you seem to have missed most of it. Try it in full screen, high def this time, or put your glasses on. The key shot was a Stalker firing 6 large lasers of some sort (they were arm and torso mounted, and that 'mech was single-handedly responsible for my side-torso being reduced from bright yellow armor to dark yellow structure. All other shots were follow-ups to that one).

Otherwise, the point is that pinpoint is an issue, that lasers ARE a pinpoint weapon, and that rather than increasing the amount of damage that can be applied to a single point like a scalpel, we should be decreasing it, and looking for ways to spread damage around, making matches last longer, and reducing the punishment taken by variable geometry when a player wants to run a particular loadout (bunny ears and XL engines are a big one).


Can you take a screenshot of your direwolf build in the mechlab and post it here?


If I remember correctly, you usually play stock builds.

DWF-C, considering the armor quirk has 79 armor stock on front left torso and 20 in the back.
Based on the range on the ERPPCs, this probably is not a fully skilled dire... So we consider you have 80 armor on front left torso.

Based on the Paper doll color on your left torso front, you had about 50-60% armor remaining there.... which is about 40-48 hitpoints.

After the Stalker shot you, your left torso got opened yellow, indicating that the stalker had just enough damage output to remove armor but not do much to internals.... after that the Vapor eagle shot you and made it orange open.

So what I can see there was an 85 ton mech with an alpha of about 40-48 from about 500m,... which is very very normal and nowhere near "high alpha"... you being in the open was the reason the Vapor eagle got a shot too... and that was not a high alpha either, otherwise you would have lost your torso.

Edited by Navid A1, 16 October 2021 - 06:44 PM.


#123 Heavy Money

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Posted 16 October 2021 - 06:31 PM

View PostC337Skymaster, on 16 October 2021 - 05:32 PM, said:



Apologies for the background audio. I was listening to Louis Rossmann while I was playing, which then complicated getting this clip, but I trimmed it to the relevant portion, since I kept promising to upload it. Posted Image Turns out the first hit was from a Stalker, though I don't think I ever saw what he was carrying (Large Lasers obviously, but whether they were regular or ER, I couldn't tell). Either way, he burned through at least 60 points of armor and several of structure, all on a single component, even with me twisting away as soon as I realized he was shooting at me. The point of Assaults is not supposed to be to hide, but with that kind of firepower on the field, and no way to absorb it, we're not left with much alternative...


No problem on the audio. I was just talking with someone about right to repair issues the other day, haha.

Anyway, looking at the video, I think you've misjudged what even happened:
  • The stalker and mauler shoot you at the same time. The mauler probably didn't do much as its just AC2's and he seems to have missed some, then switched to shooting someone else. The Stalker hit your Left Leg then CT. Total, you go from 99% to 93%. The right leg got tagged, probably by the Mauler. Neither side torso is damaged yet, but the left gets tagged a split second later by something that isn't the Stalker. The lasers spread between 2 areas.
  • The stalker gives you a second volley of 4 Large Lasers, which can clearly been seen to rake from right to left, and register damage on all 3 torsos. This takes you from 93% to 90%. Its a very big spreading of damage.
  • The direwolf tags your CT, but most of his laserburn gets cut off by you moving behind the rock. Again, lasers have spread damage. This drops you to 89%
  • You move to the left side of the rock and take a laser burn from the Vapor Eagle. It puts a bunch of it into your right legs, then rakes it over your CT ending at your LT. Another burn that's been totally spread out. You are now at 82%.
  • You move back over to the right side and poptart the direwolf in the trench. While in the air, something shoots you. I can't quite tell what, but from the sound it may have been lasers (or the team mate next to you fired his lasers.) Either way, you take damage to both legs and the left arm. If it was lasers, they spread all over. Your right leg is actually the most damaged part of the mech right now. 75%.
  • While you are trying to ATM the direwolf in the trench, the Stalker returns with his 4 large lasers. His burn rakes across your CT, LT, and LA. Big spread. 71%.
  • A split second later, the vapor eagle on their ramp lasers you, raking your LL, CT, LT, and LA. The Left torso is now open. Can't quite read %, but its like 64%.
  • Something nails your open LT with from the right. From the explosion, its some sort of ballistic weapon. Can't quite read %, still low 60's. I assume its the AC2 Mauler.
  • You continue taking ballistic fire while turning around. There might be some laser in there too. Hits show on CT, RT, and RA. The Left Torso finally pops. You go from 60% to 33% in this brief couple of seconds, because you are under fire from several mechs at once.
  • Right after, the last hit before you get into the trench is lasers. It hits your CT, RT, and RA. The RT and RA are now open. Unknown if this was the Stalker or Vapor eagle or someone else. Footage ends.
So, I'm not trying to be mean here, but what you thought happened in this clip is not even remotely what is shown. You get whittled down by energy weapons from a variety of sources, as well as taking ballistic damage. The footage plainly shows that the lasers were NOT pinpoint at all. Every burn you took spread over multiple areas of the mech, and often over ones that were a waste of damage, like the legs and arms. Your armor got used quite well. Almost all your areas were open before you lost anything.

Your problem is that you repeatedly made bad trades against a larger number of enemies, and then got caught in the open under fire when the rest of your team was falling back. Nothing about this situation was due to lasers having pinpoint damage. Not a single laser burn kept even 50% of its duration on the same body part. And you would have been equally screwed if you were being shot by anything else, and likely much more screwed facing ERPPCs or other projectiles that would have nailed your LT much sooner.

View PostC337Skymaster, on 16 October 2021 - 05:32 PM, said:

As for stock builds vs meta builds: I feel like you're trying to set the bar for "good" a bit too high. Everyone's aiming for their 1000 dmg QP matches, but those should be the outlier, not the norm. 400 dmg per match should be a good average target to set, and pre-patch, my stock 'mechs could meet or exceed that, especially as an average. Post-patch, that average has dropped closer to 300 dmg per match, and has become more punishing of XL engines than it was previously (and removing players option to try out an XL engine on a heavy or assault seems to be opposite of the proposed goals, does it not?)


The choice was made to buff weaker weapons up to match the performance of stronger ones, rather than nerfing stronger ones down. This was largely because nerfs are often received badly. It may have been the wrong design choice, but that's a whole other issues. This is the reason for the overall increase in damage though.

View PostC337Skymaster, on 16 October 2021 - 05:32 PM, said:

One limitation that I do try to keep in mind, although anymore I wonder how relevant it is: is the idea of people playing this game with a Microsoft mouse that they swiped from the office, rather than a gaming mouse that has enough buttons to control all of the available weapon groups, as well as zoom, and possibly even on-the-fly DPI changes. Mice like that are relatively cheap these days, and I feel that anyone playing this game more than an hour per week, or interested in spending any money on MWO at all, would be benefited by obtaining one.

Once you have the ability to control more than two weapon groups, your ability to build out more complex and flexible 'mechs, or operate some of the more convoluted stock builds, improves exponentially. If it wasn't for having an ambidextrous mouse that helps me remember if a weapon is on my left or my right, my accidental back-shots into teammates would be double or triple what they already are, and for sure: controlling stock loadouts with lots of weapon groups would be much more difficult.

Add to that the benefit of designating one button for "missiles", and it helps the muscle memory every time you get a weapon lock to "fire the missiles".


I use a gaming mouse. I can manage 4 or 5 weapon groups. But there's no benefit to it. I do know of lots of people who struggle with more than two groups though. Can't say if its because of the mouse specifically, but you are correct in general.

View PostC337Skymaster, on 16 October 2021 - 05:32 PM, said:

So you say "your stock builds did better because everyone was running crap builds, but now everyone else's builds are better". I see that and hear "everyone was playing around and running what they found enjoyable, but ever since the weapon buffs, they've been running dictated 'meta' builds because their previous builds don't work anymore".


You are hearing wrong then. Before, people who didn't know what they were doing ran a variety of poorly optimized builds and got poor results. People who did know what they were doing in the mechlab had a huge advantage and got good results. Since the weapon buffs, people who don't know what they are doing have much better performance. People who know what they are doing have not gotten any more powerful, but have more options.

People have not been pigeonholed into meta builds. That was the situation before. Now, there's lots of builds that are as about as effective as the meta builds, and people who aren't doing optimized builds are not left behind as much.

And people weren't necessarily enjoying themselves before either. There was tons of complaints! The overall feedback is that people enjoy themselves more now because they are less penalized for not keeping up to date with the meta builds.

View PostC337Skymaster, on 16 October 2021 - 05:32 PM, said:

9x8 = 72. That's the full complement of armor (including quirks) on the side torso of a Dire Wolf, and darn near the full side-torso complement on an Atlas. That's all the armor and half the structure on a Timber Wolf's bunny-ear. I don't think we should be encouraging that on underutilized 'mechs, but should rather be looking at ways to discourage it wherever else it exists. Daedaloss512 was sounding the alarm on that before the weapon patch even dropped, and he was right to do so, even though he was met with as much (if not more) ridicule for his efforts than I have.

Heck, a Warhawk, known for quad PPC, can only deal 20 pinpoint in a salvo, and will shut down if it deals 40 pinpoint. I think that's appropriate. I think that shouldn't change. But I also think that every other 'mech should be subject to similar limitations.


A stock direwolf has 102 armor on its side torso to split between front and back. Even stock loadouts with way too much back armor will have way more than 72 after skills. Atlases have 114 stock. Nearly double what you claim.

Timberwolves have 72 armor pts on side torsos. Assuming a reasonable amount of back armor and skills, it will about strip the armor and not touch structure if the entire burn duration hits.

Also, that 72 is between two volleys, and those have a burn time. It takes ~1.6 seconds to deliver that damage. No way its going to stay on target on one location unless the defender is completely immobile.

Warhawks with 4 ERPPCs deal 20 then 20 in a ~.5 second window, and then also splash damage. Its much more than you say.



So, again, I'm not trying to be mean or make fun of you. But all of your factual claims here are just wrong. And often not even in the right ballpark. If the numbers you are citing were correct, you'd be right to be concerned. But they are not. And you aren't getting drilled to death by pinpoint lasers. So stop worrying about this stuff.

And seriously, just try something other than stock loadouts.

#124 justcallme A S H

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Posted 16 October 2021 - 06:50 PM

View PostC337Skymaster, on 16 October 2021 - 06:12 PM, said:


Watch it again, you seem to have missed most of it. Try it in full screen, high def this time, or put your glasses on. The key shot was a Stalker firing 6 large lasers of some sort (they were arm and torso mounted, and that 'mech was single-handedly responsible for my side-torso being reduced from bright yellow armor to dark yellow structure. All other shots were follow-ups to that one)..


Lasers are hit-scan.

Please watch it on slow 0.5x speed. After the stalker has finished firing 4 LL at you. The VGL fires HLL/ERML combo, this is what actually opens your torso to structure.

This is AFTER the Stalker shot you. Still plenty of armour there. It is the VGL Alpha that opens you to structure.

#125 JOATMON Incorporated

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Posted 16 October 2021 - 06:53 PM

I am personally not against adding a very slight spread to weapon groups, maybe add a slightly wider spread for each additional weapon in a group. But this argument, and with this evidence has me going /boggle.

View PostC337Skymaster, on 16 October 2021 - 06:12 PM, said:


Watch it again, you seem to have missed most of it. Try it in full screen, high def this time, or put your glasses on. The key shot was a Stalker firing 6 large lasers of some sort (they were arm and torso mounted, and that 'mech was single-handedly responsible for my side-torso being reduced from bright yellow armor to dark yellow structure. All other shots were follow-ups to that one).

Otherwise, the point is that pinpoint is an issue, that lasers ARE a pinpoint weapon, and that rather than increasing the amount of damage that can be applied to a single point like a scalpel, we should be decreasing it, and looking for ways to spread damage around, making matches last longer, and reducing the punishment taken by variable geometry when a player wants to run a particular loadout (bunny ears and XL engines are a big one).


Please watch it a bit closer. You got shot by the first mech (stalker) (50 seconds), your damage system was still registering the damage, ie structure was yellow and flashing and then you took a shot by the 2nd mech (vapor eagle?)(52 seconds).
During this period you did slightly turn... to the right, which would have forced your left torso even further into the line of fire and soaking up even more of the incoming damage.

It was after this that the system finally ended registering damage and stopped for a tad before a 3rd mech (Warhammer)(52-53 seconds) started to blast into you and you started to take actual evasive action, though once again by turning to the right.

I think your complaint about a single point like a scalpel is not viable, otherwise, headshots would occur vastly more frequently than we see them. I should also point out that the broad side of a barn, ie the side of a Daishi/Dire Wolf is hardly a pinpoint, especially if the person running it turns said side torso directly into the main line of fire.

#126 MisterSomaru

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Posted 16 October 2021 - 07:00 PM

View PostC337Skymaster, on 16 October 2021 - 05:32 PM, said:





You stood in the open against several mechs and got shot to pieces. you made it sound like it was instant. Bro.

#127 pattonesque

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Posted 16 October 2021 - 07:05 PM

Skymaster if you did that exact same thing in TT Battletech you’d have probably died even quicker lol. Try using cover and not exposing to like a whole dang firing line

#128 MisterSomaru

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Posted 16 October 2021 - 07:07 PM

View Postpattonesque, on 16 October 2021 - 07:05 PM, said:

Skymaster if you did that exact same thing in TT Battletech you’d have probably died even quicker lol. Try using cover and not exposing to like a whole dang firing line

yep, half the mech health to MWO, knockdowns, engine crits, he would have been dead twice as fast.

#129 C337Skymaster

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Posted 16 October 2021 - 07:41 PM

View PostNavid A1, on 16 October 2021 - 06:27 PM, said:


Can you take a screenshot of your direwolf build in the mechlab and post it here?


If I remember correctly, you usually play stock builds.

DWF-C, considering the armor quirk has 79 armor stock on front left torso and 20 in the back.
Based on the range on the ERPPCs, this probably is not a fully skilled dire... So we consider you have 80 armor on front left torso.

Based on the Paper doll color on your left torso front, you had about 50-60% armor remaining there.... which is about 40-48 hitpoints.

After the Stalker shot you, your left torso got opened yellow, indicating that the stalker had just enough damage output to remove armor but not do much to internals.... after that the Vapor eagle shot you and made it orange open.

So what I can see there was an 85 ton mech with an alpha of about 40-48 from about 500m,... which is very very normal and nowhere near "high alpha"... you being in the open was the reason the Vapor eagle got a shot too... and that was not a high alpha either, otherwise you would have lost your torso.


You are correct: that is an unmodified DWF-C build. You are also correct that it is only partially skilled. It has Seismic, Advanced Zoom, ECM, Jump Jets, and full Speed-Tweak, with a few points in the Firepower tree enroute to the missile damage and spread nodes, picking up Heat Gen along the way. I don't tend to pick up armor skills unless I have points left over because I generally feel like they're not the same bang-for-the-buck vs the ability to move and shoot. (15 skills for 6 pts of armor is just depressing, and I'll typically skill into something else, instead).

Reaction to the play-by-play below, just because you both described it with better detail than I seem to have noticed at the time, and I do appreciate it. Posted Image

View PostHeavy Money, on 16 October 2021 - 06:31 PM, said:


No problem on the audio. I was just talking with someone about right to repair issues the other day, haha.

Anyway, looking at the video, I think you've misjudged what even happened:
  • The stalker and mauler shoot you at the same time. The mauler probably didn't do much as its just AC2's and he seems to have missed some, then switched to shooting someone else. The Stalker hit your Left Leg then CT. Total, you go from 99% to 93%. The right leg got tagged, probably by the Mauler. Neither side torso is damaged yet, but the left gets tagged a split second later by something that isn't the Stalker. The lasers spread between 2 areas.
  • The stalker gives you a second volley of 4 Large Lasers, which can clearly been seen to rake from right to left, and register damage on all 3 torsos. This takes you from 93% to 90%. Its a very big spreading of damage.
  • The direwolf tags your CT, but most of his laserburn gets cut off by you moving behind the rock. Again, lasers have spread damage. This drops you to 89%
  • You move to the left side of the rock and take a laser burn from the Vapor Eagle. It puts a bunch of it into your right legs, then rakes it over your CT ending at your LT. Another burn that's been totally spread out. You are now at 82%.
  • You move back over to the right side and poptart the direwolf in the trench. While in the air, something shoots you. I can't quite tell what, but from the sound it may have been lasers (or the team mate next to you fired his lasers.) Either way, you take damage to both legs and the left arm. If it was lasers, they spread all over. Your right leg is actually the most damaged part of the mech right now. 75%.
  • While you are trying to ATM the direwolf in the trench, the Stalker returns with his 4 large lasers. His burn rakes across your CT, LT, and LA. Big spread. 71%.
  • A split second later, the vapor eagle on their ramp lasers you, raking your LL, CT, LT, and LA. The Left torso is now open. Can't quite read %, but its like 64%.
  • Something nails your open LT with from the right. From the explosion, its some sort of ballistic weapon. Can't quite read %, still low 60's. I assume its the AC2 Mauler.
  • You continue taking ballistic fire while turning around. There might be some laser in there too. Hits show on CT, RT, and RA. The Left Torso finally pops. You go from 60% to 33% in this brief couple of seconds, because you are under fire from several mechs at once.
  • Right after, the last hit before you get into the trench is lasers. It hits your CT, RT, and RA. The RT and RA are now open. Unknown if this was the Stalker or Vapor eagle or someone else. Footage ends.
So, I'm not trying to be mean here, but what you thought happened in this clip is not even remotely what is shown. You get whittled down by energy weapons from a variety of sources, as well as taking ballistic damage. The footage plainly shows that the lasers were NOT pinpoint at all. Every burn you took spread over multiple areas of the mech, and often over ones that were a waste of damage, like the legs and arms. Your armor got used quite well. Almost all your areas were open before you lost anything.





So to both you and Navid, I appreciate the play-by-play. I was under the impression that, when my armor was bright yellow, I was still effectively "undamaged" and that my armor was in the 80-90% range, hence the claim of a 60-something damage strike based on a starting value of 72 pts of armor on the front LT based on MechDB's "Stock Loadout" (faster than loading into the game). If the armor factor was only 50% at the time, first, I feel like that should have been a bit more obvious, but second, I'll agree then that opening to bright yellow torso is less surprising. It was still annoying that that Stalker's entire shot was concentrated on just that single component. As for the turn to the right: that's where the ramp was to get down to cover, and that's all I was thinking about at that point in time. In retrospect, a turn to the left might have brought me behind that pillar, after which a drop off the edge would have dealt insignificant leg damage, if any, but that's not what I was thinking about at the time. Interestingly, the side torso didn't blow off until after I was facing the ramp, suggesting that somehow it got hit by a follow up shot. Watching the video, it appears as though the Vapor Eagle reappears in the viewscreen, so I must have turned further than I thought and gave him another frontal angle.

The ballistic hit on the open LT most likely came from the Warhammer, standing to the left of the Vapor Eagle, though. Once the Mauler fell off the ledge, I never saw him again in the clip. This suggests a larger ballistic weapon, probably some form of 10-sized autocannon, but possibly quad-5's.

View PostHeavy Money, on 16 October 2021 - 06:31 PM, said:

Your problem is that you repeatedly made bad trades against a larger number of enemies, and then got caught in the open under fire when the rest of your team was falling back. Nothing about this situation was due to lasers having pinpoint damage. Not a single laser burn kept even 50% of its duration on the same body part. And you would have been equally screwed if you were being shot by anything else, and likely much more screwed facing ERPPCs or other projectiles that would have nailed your LT much sooner.


In my defense, all my trades were 1v1 until right when the torso was opened, at which point the Warhammer and VGL popped up to join the Stalker. At that point, yes: I was caught in the open with the Dire Wolf's bad mobility. The "feel" of the match was still that that side torso was scalpeled off by that Stalker shot, although the after-action review does suggest that it took more damage than I was aware of in the match.

View PostHeavy Money, on 16 October 2021 - 06:31 PM, said:

The choice was made to buff weaker weapons up to match the performance of stronger ones, rather than nerfing stronger ones down. This was largely because nerfs are often received badly. It may have been the wrong design choice, but that's a whole other issues. This is the reason for the overall increase in damage though.


Agreed, and my initial reception of the patch announcement was much more positive than it has become in the months since. Daedaloss512 was the only one to really sound the alarm leading up to the patch, but I remained optimistic. Post-patch, however, I have had my opinion changed by my in-game experiences, and feel that damage output should be universally rolled back, both on the weapons that were buffed, and on the outliers that were supposedly used as the baseline.

View PostHeavy Money, on 16 October 2021 - 06:31 PM, said:

I use a gaming mouse. I can manage 4 or 5 weapon groups. But there's no benefit to it. I do know of lots of people who struggle with more than two groups though. Can't say if its because of the mouse specifically, but you are correct in general.


Yeah, groups 5 and 6 are under my pinky, and while 5 is generally doable, 6 gives me a lot of trouble and I try to avoid it if I can. Sniping with group 5 is also tricky, since applying pressure to a side-button typically moves the mouse sideways and ruins my aim.

View PostHeavy Money, on 16 October 2021 - 06:31 PM, said:

You are hearing wrong then. Before, people who didn't know what they were doing ran a variety of poorly optimized builds and got poor results. People who did know what they were doing in the mechlab had a huge advantage and got good results. Since the weapon buffs, people who don't know what they are doing have much better performance. People who know what they are doing have not gotten any more powerful, but have more options.

People have not been pigeonholed into meta builds. That was the situation before. Now, there's lots of builds that are as about as effective as the meta builds, and people who aren't doing optimized builds are not left behind as much.

And people weren't necessarily enjoying themselves before either. There was tons of complaints! The overall feedback is that people enjoy themselves more now because they are less penalized for not keeping up to date with the meta builds.


I dunno, then. Since the weapon buffs, I've actually had much worse performance and have been enjoying myself less.

View PostHeavy Money, on 16 October 2021 - 06:31 PM, said:

A stock direwolf has 102 armor on its side torso to split between front and back. Even stock loadouts with way too much back armor will have way more than 72 after skills. Atlases have 114 stock. Nearly double what you claim.

Timberwolves have 72 armor pts on side torsos. Assuming a reasonable amount of back armor and skills, it will about strip the armor and not touch structure if the entire burn duration hits.

Also, that 72 is between two volleys, and those have a burn time. It takes ~1.6 seconds to deliver that damage. No way its going to stay on target on one location unless the defender is completely immobile.

Warhawks with 4 ERPPCs deal 20 then 20 in a ~.5 second window, and then also splash damage. Its much more than you say.


So my numbers for armor values were based on MechDB "Stock Loadout" (faster than loading into the game). Even in the days when I did slightly front-load armor, I never dropped below 16/20 on the rear torsos. If the stock armor was already less than that, then it remained as-is. Recently, I've been reverting even that back to stock, more because "that's how it is" than any specific performance change, although I feel as though I have a higher incidence of back-damage than other players (or I notice it more) because I've found I need every point of the 20-28 points of rear-CT armor at least once a day.

Thus, the LT of the Dire Wolf in question is 74 points (Navid says 79, but that's the Right torso. :) I just logged in to double-check the skill tree). The side torsos on an Atlas are 94, and the side torsos of the TBR-C that I just checked are 58 (54 on whichever version I looked at on MechDB last night).

So against a 72 alpha, that's all the armor minus a couple points on the DWF, brings the Atlas down to about 20 pts on the side torsos, and completely cores out a TBR Bunny-Ear.

4-then-4 is appreciated, though, and thank you for pointing that part out. Ever since someone mentioned it, I've been envisioning an 8-laser shot. 3-then-3 is still bad enough, though. It's crazy right now that the Clans, known for their ranged combat, can't even remotely compete at range with IS 'mechs (at least in Faction Play).

In fairness to your argument of "just a heavy's loadout on an assault 'mech", that IS all the Marauder II ever carried. :) The MAD-4A is literally the same loadout as the MAD-3D. The advantages the assault version brought to the battlefield were improved cooling and improved armor. They never did have better firepower, just better ability to keep using it over and over again.

View PostHeavy Money, on 16 October 2021 - 06:31 PM, said:

So, again, I'm not trying to be mean or make fun of you. But all of your factual claims here are just wrong. And often not even in the right ballpark. If the numbers you are citing were correct, you'd be right to be concerned. But they are not. And you aren't getting drilled to death by pinpoint lasers. So stop worrying about this stuff.

And seriously, just try something other than stock loadouts.


I appreciate that. You're one of the few who isn't, and so I hope I'm sufficiently civil in return. Posted Image I actually enjoy civil discourse regarding these issues. As I point out with regards to politics sometimes: if we discard the banners and focus on the issues, we often find we're closer in agreement than we might initially believe. Posted Image What we're discussing, then, are the merits of potential solutions.

As for stock loadouts: I started out with custom builds. I got bored, so I switched to stock. Posted Image I was quite enjoying myself until the weapon patch... Now Meta is boring and stock is suicidal... Something went very wrong somewhere along the lines.

Edited by C337Skymaster, 16 October 2021 - 07:56 PM.


#130 The6thMessenger

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Posted 16 October 2021 - 07:47 PM

View PostC337Skymaster, on 16 October 2021 - 05:32 PM, said:



I don't get it.

Supposed that we gave you that it's too pinpoint, why not be pinpoint yourself?

#131 burning wisky

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Posted 17 October 2021 - 02:11 AM

I miss the FP stuff, no Thanks PGI
Turn it back what if was befor cutting it and we are happy.
good huning Players

#132 tingod

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Posted 17 October 2021 - 03:36 AM

... can wie get a list with "now and befor" quirks?

#133 Steve Pryde

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Posted 17 October 2021 - 07:28 AM

View PostNavid A1, on 16 October 2021 - 02:54 PM, said:


Usually the main blocker for such quirks is builds you can make with highly concentrated hardpoints around the cockpit. Especially in this case, where you can load it up with heatsinks too. If quirks could have been tied to where you put the weapon, then sure, but it is not the case in MWO.

Also HSL quirks are sometimes used to set apart a variant that is heavily sandwiched between better similar variants. In this case, MAD-IIC base variant is the better variant. Even with no HSL quirk, it is a nice 4xERPPC mech as well as laser vomit... excellent convergence, and all around the cockpit.

Yeah I know, but it feels weird when u can't even alphastrike with stock loadout. Would be nice when PGI could link the hsl quirk to specific locations. There was even a time there I loved to use a Marauder IIC-A with dual ppcs+single gauss without ghost heat.

Edited by Steve Pryde, 17 October 2021 - 07:29 AM.


#134 DAEDALOS513

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Posted 17 October 2021 - 10:01 AM

Change the maps all you want but keep the originals in rotation.

#135 w0qj

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Posted 17 October 2021 - 10:27 AM

Clicky for "Before" HSL Quirks :)
https://mwomercs.com...-hsl-quirk-list


View Posttingod, on 17 October 2021 - 03:36 AM, said:

... can wie get a list with "now and befor" quirks?


#136 Xaius

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Posted 17 October 2021 - 12:24 PM

View PostGas Guzzler, on 15 October 2021 - 06:14 PM, said:

Drop the AC10 for an AC20 and then you will improve your build now, let alone after the patch.

I don’t think misery buffs are going to be an issue, it’s nowhere near dominating the assault class right now.


Swapping for an ac20 might work out, it's not as hard to fit as I was worried (only have to drop one dhs and some unnecessary leg armor). Unfortunately, due to its low base velocity, it's still going to suffer from roughly a 20% velocity difference (which is actually 5% more de-synced than the ac10 will be after the changes).

This velocity difference might be okay, due to the fact that you'll be shooting at shorter ranges, where it is more manageable. The heat will be a tad higher too, but It's something to try at least.

If I'm going to swap for an ac20 though, I may as well swap to snubs as well, and at that point, this mech-build is no longer remotely as unique as it was before. I would swap the old build to a different mech, but I have already gone through every mech-variant in the game, and it is by far the best platform for it.

I think the best solution (if Pgi is willing to go out of their way for me) would be to add a 10%-20% IS standard ppc velocity quirk to the misery as well. I don't think it would cause any issues, and it would be enough velocity sync to pilot my old build again.

Adding 10% ppc velocity would close the velocity gap to 7% (which is manageable), and 20% would be exactly enough to perfectly sync the velocities again.

Edited by Xaius, 17 October 2021 - 12:35 PM.


#137 C337Skymaster

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Posted 17 October 2021 - 05:29 PM

View PostThe6thMessenger, on 16 October 2021 - 07:47 PM, said:


I don't get it.

Supposed that we gave you that it's too pinpoint, why not be pinpoint yourself?


Because when you can dump that much damage into one focused component, it punishes certain builds, particularly bunny ears and XL Engines, regardless of how pinpoint your return shot is. It feels bad being on the receiving end of a massive pinpoint alpha strike, when most of your armor is okay but one component is heavily damaged, and if we can do something to minimize the effects of pinpoint fire, making IS XL engines less of a liability, we increase the chances of seeing IS Omnis in MWO. :)

#138 pattonesque

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Posted 17 October 2021 - 05:32 PM

I mean you could try twisting when someone fires at you?

#139 The6thMessenger

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Posted 17 October 2021 - 05:55 PM

View PostC337Skymaster, on 17 October 2021 - 05:29 PM, said:

Because when you can dump that much damage into one focused component, it punishes certain builds, particularly bunny ears and XL Engines, regardless of how pinpoint your return shot is. It feels bad being on the receiving end of a massive pinpoint alpha strike, when most of your armor is okay but one component is heavily damaged, and if we can do something to minimize the effects of pinpoint fire, making IS XL engines less of a liability, we increase the chances of seeing IS Omnis in MWO. Posted Image


Pinpoint is just basically opposite to spread, it's when randomness is taken out. This ain't TT, it's an FPS mech PVP, the less random, the better. Pinpoint isn't the problem, it's the adaptation. There is just a LOT of other things happening in FPS when it's not a factor on TT such as Hitboxes, so it's incredibly counter-intuitive to just force what works in TT to work in FPS.

Yes it feels bad on the receiving end -- it should feel bad, you should feel bad. This is basically a war, and the other side is trying to kill you, we as humans evolved to feel pain, because our bodies getting damaged is bad and so pain is our notification.

I agree IS Omni is a problem when they are stuck with XL engine. But I would argue that it's the problem of XL Engine being torso-death in the first place when the game has the ability to dump a lot of damage in one component when unlike TT, it could be random. That they have to compensate by making CXL completely awful, that STD engine is in most cases a concession for space consideration. ****, make it like Team-Fortress comp setting that there's no random-spread, do it on LBXs and Missiles for all I care. It's NOT ******* fun to have your UACs jam on you.

This is also a team game, so if you're purposefully gimping yourself by builds that are just damn awful, you only have yourself to blame -- hell, your teammates should blame you too for being more of a liability than an asset to the team.

But if you want stock, if you want random, I would suggest HBS BattleTech instead, they have BTA3062 or RogueTech for your liking. Hell, you can do that in MW5 as well, nobody cares on Single-Player games.

Edited by The6thMessenger, 17 October 2021 - 06:21 PM.


#140 C337Skymaster

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Posted 17 October 2021 - 06:22 PM

View PostThe6thMessenger, on 17 October 2021 - 05:55 PM, said:


Pinpoint is just basically opposite to spread, it's when randomness is taken out. This ain't TT, it's an FPS mech PVP, the less random, the better. Pinpoint isn't the problem, it's the adaptation. There is just a LOT of other things happening in FPS when it's not a factor on TT such as Hitboxes, so it's incredibly counter-intuitive to just force what works in TT to work in FPS.

Yes it feels bad on the receiving end -- it should feel bad, you should feel bad. This is basically a war, and the other side is trying to kill you, we as humans evolved to feel pain, because our bodies getting damaged is bad and so pain is our notification.

I agree IS Omni is a problem when they are stuck with XL engine. But I would argue that it's the problem of XL Engine being torso-death in the first place when the game has the ability to dump a lot of damage in one component when unlike TT, it could be random. ****, make it like Team-Fortress that there's no random-spread, do it on LBXs and Missiles for all I care. It's NOT ******* fun to have your UACs jam on you.

This is also a team game, so if you're purposefully gimping yourself by builds that are just damn awful, you only have yourself to blame -- hell, your teammates should blame you too for being more of a liability than an asset to the team.

But if you want stock, if you want random, I would suggest HBS BattleTech instead, they have BTA3062 or RogueTech for your liking. Hell, you can do that in MW5 as well, nobody cares on Single-Player games.


So I popped back in to point out that if we solve the pinpoint problem, we can also get rid of Ghost Heat, since that was introduced specifically to combat the issue of planting a butt-load of damage in one spot at one time, and to force less synergistic loadouts that minimize that ability to some extent. If your shots are landing all over the place, then it's less important how many of them there are, since they'll hit different areas, or possibly partially miss altogether.

As for randomness, I agree that it's a bad thing in a PvP game, which is why my suggestion in all this was never to introduce any kind of Cone of Fire, or any other RNG mechanic, but simply to set all weapons to fire straight-ahead (eliminating convergence). I actually see this as a net positive, because, while it does come with a slight learning curve, it's predictable, and CAN be learned. Once learned, it actually makes leading targets easier, because you already know the path your weapon will take, and you're not trying to predict how it will converge on the background in front of your target. It also makes corner-peeking easier, because your weapon won't fire sideways at the invisible wall in front of you, and will still fire straight ahead at wherever you think you're aiming it.

Yes, hardpoint positioning will be a factor in the resulting environment, but apart from a handful of examples (mostly clan 'mechs with low-slung arm mounts), there aren't as many closely-positioned hardpoints as there are weapons in most current pinpoint builds. The most torso-mounted points in one place I can think of is four on one of the Banshees, but three everywhere else. Beyond three clustered hardpoints, the rest are spread out.

As far as HBS Battletech, that's what I play between MWO events. I've actually been trying to Mod Advanced 3062 to make myself my own 1:1 TT simulator, but I seem to have hit a bug somewhere ('mechs will launch in-game as AI or "locked" 'mechs when you're bringing someone else's 'mech, but all the cockpit components are gone, as is the Gyro, and anything else not strictly defined by the ChassisDef or MechDef files. If anyone knows what happened, feel free to let me know :) This also isn't every 'mech, but it's a lot of them).





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